design-thinking
Design thinking methodology for human-centered problem solving. Use when facilitating design thinking workshops, user research sessions, or creative problem-solving activities.
What this skill does
# Design Thinking Skill
## Overview
Design Thinking is a human-centered approach to innovation and problem-solving. It integrates the needs of people, the possibilities of technology, and the requirements for business success.
## The Five Phases
### 1. Empathize
**Purpose**: Understand the people you're designing for.
**Key Activities**:
- User interviews
- Observation
- Immersive experiences
- Empathy mapping
**Outputs**:
- User insights
- Empathy maps
- User journey maps
- Pain points and gains
**Key Questions**:
- Who is the user?
- What do they need?
- What frustrates them?
- What delights them?
- What are their goals?
### 2. Define
**Purpose**: Synthesize findings into a clear problem statement.
**Key Activities**:
- Insight synthesis
- Problem framing
- Point of View (POV) statements
- "How Might We" questions
**Outputs**:
- Problem statement
- POV statement
- HMW questions
- Design challenge
**Frameworks**:
**POV Statement**:
```
[USER] needs [NEED] because [INSIGHT]
```
**How Might We (HMW)**:
```
How might we [action] for [user] so that [outcome]?
```
### 3. Ideate
**Purpose**: Generate a wide range of potential solutions.
**Key Activities**:
- Brainstorming
- Mind mapping
- Sketching
- SCAMPER technique
- Worst possible idea
**Outputs**:
- Idea bank
- Concept sketches
- Clustered themes
- Selected concepts for prototyping
**Rules for Ideation**:
1. Defer judgment
2. Encourage wild ideas
3. Build on others' ideas
4. Stay focused on topic
5. One conversation at a time
6. Be visual
7. Go for quantity
### 4. Prototype
**Purpose**: Create representations of solutions to explore.
**Key Activities**:
- Sketching
- Storyboarding
- Role-playing
- Paper prototypes
- Digital mockups
**Outputs**:
- Prototypes (any fidelity)
- Storyboards
- Scenarios
- Physical or digital models
**Prototype Principles**:
- Start rough, refine later
- Build to think
- Fail fast, learn faster
- Prototype to learn, not to prove
### 5. Test
**Purpose**: Gather feedback and refine solutions.
**Key Activities**:
- User testing
- Feedback sessions
- Observation
- Iteration
**Outputs**:
- Feedback synthesis
- Refined prototypes
- Iteration plans
- Validated concepts
**Feedback Framework**:
- What I like...
- What I wish...
- What I wonder...
- What if...
## Design Thinking Mindsets
### 1. Human-Centered
Always start with people and their needs.
### 2. Bias Toward Action
Build to think. Don't just talk about ideas.
### 3. Radical Collaboration
Diverse perspectives lead to better solutions.
### 4. Culture of Prototyping
Make ideas tangible early and often.
### 5. Show, Don't Tell
Use visuals, stories, and prototypes.
### 6. Mindful of Process
Know where you are in the process.
### 7. Embrace Ambiguity
Stay open even when unclear.
## Workshop Timing Guide
### 90-Minute Sprint
| Phase | Time | Focus |
|-------|------|-------|
| Empathize | 15 min | Quick user perspective |
| Define | 10 min | Problem statement |
| Ideate | 25 min | Solution brainstorm |
| Prototype | 20 min | Concept sketches |
| Test/Feedback | 15 min | Peer review |
| Close | 5 min | Next steps |
### Half-Day Workshop (3 hours)
| Phase | Time | Focus |
|-------|------|-------|
| Empathize | 45 min | Deep user research |
| Define | 30 min | Synthesis + HMW |
| Ideate | 45 min | Multiple techniques |
| Prototype | 45 min | Multiple concepts |
| Test | 30 min | User feedback |
| Close | 15 min | Actions |
### Full-Day Workshop (6+ hours)
Extended exploration of each phase with breaks and team exercises.
## Common Techniques
### Empathy Map
```
┌───────────────────────────────────────────────────┐
│ SAYS │
│ (quotes, phrases) │
├───────────────────────┬───────────────────────────┤
│ THINKS │ FEELS │
│ (beliefs, thoughts) │ (emotions, reactions) │
├───────────────────────┼───────────────────────────┤
│ DOES │ │
│ (actions, behaviors) │ │
├───────────────────────┴───────────────────────────┤
│ PAINS │ GAINS │
│ (frustrations, fears) │ (wants, needs, goals) │
└───────────────────────┴───────────────────────────┘
```
### User Journey Map
```
PHASE: Awareness → Consideration → Decision → Use → Loyalty
ACTIONS: [What user does at each stage]
THOUGHTS: [What user thinks]
EMOTIONS: [How user feels - graph line]
PAIN PTS: [Friction points]
OPPTYS: [Opportunities to improve]
```
### 2x2 Matrix for Prioritization
```
HIGH IMPACT
│
┌───────────────┼───────────────┐
│ DO LATER │ DO NOW │
HIGH│ │ │LOW
EFFORT │ EFFORT
│ DON'T DO │ FILL-IN │
└───────────────┼───────────────┘
│
LOW IMPACT
```
## When to Use Design Thinking
**Best For**:
- Complex, ill-defined problems
- Human-centered challenges
- Innovation and new product development
- Experience design
- Service design
**Less Suitable For**:
- Well-defined technical problems
- Urgent decisions with no time for exploration
- Problems with clear, known solutions
See [activities.md](activities.md) for detailed activity guides.
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